Unforgiven Games - Blog

It's been a while since we showed something to the public. The truth is that we have been working hard in a title that will bring to life the story of the Stage 3 universe by introducing you to a new character of the series!

There is so much to be done, but we want to share with you some early screenshots of our new VR title in development. More details coming up soon.

Hey everyone we have come up with some pretty cool updates this week. You can now change combat stances and see the changes in a more visual way! Also a new map has been added where you will do the majority of the upgrades of your characters and select the level you want to enter.

Programming

Added camera shake, hit particles and force feedback when hit by an attack.

You are now able to enter the Hub map and use the portals to enter and exit different levels.

Added hero death animations that activate depending on the position where he was hit.

Target system improvements, attacking an enemy will activate lock on automatically.

Added new Main Menu screen.

Main Menu and Title screen now work with Gamepad controller.

Added Healing room.

Player's damage is now shown in the HUD.

Implemented Quick Slots functionality.

Migrated Inventory and Items classes to C++

You can now use Grid Inventory.

Visual Arts

Added extra animations to death states.

Added transitions to animate three combat stances.

You can now see different effects for each combat stance.

Added hit VFX when attacking an enemy.

Improved brightness in some Particle Systems.

That's all for this week! Hope you like the new updates, until next time!

Hey everyone! Starting from today we will start to show you the progress of Stage 3 through these weekly updates. This week comes with very few updates but very important ones on stability and performance of the game.

Programming

Fixed Boss combat behavior.

Fixed bug that made the spawning algorithm ignore the weights assigned to each room.

Improved procedural generation performance.

Barrels can now drop loot.

You can now use the inventory Menu.

Implemented framework for Spawning Items, Drop Rate and Inventory.

Improved UI performance.

Visual Arts

Design of the new Wizard type enemies.

Added new UI Temporal Icons for the Inventory system.

New Stance selection HUD.

New Sanity bar HUD.

Improved fire and perfect block particle systems.

Added insanity particle system.

Added Wave Swing special effect.

Started to create new set of swords of "Common" type.

Improvement on the Running cycle animation.

Game Design

Added special rooms where the player will need special gems to be opened.

Stances can now level up to give new and special attributes to the player.